Images

Classifications

A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR

A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions

A63F13/55—Controlling game characters or game objects based on the game progress

A—HUMAN NECESSITIES

A63—SPORTS; GAMES; AMUSEMENTS

A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR

A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions

A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers

A—HUMAN NECESSITIES

A63—SPORTS; GAMES; AMUSEMENTS

A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR

A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game

A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers

A63F2300/55—Details of game data or player data management

A63F2300/5526—Game data structure

A63F2300/5533—Game data structure using program state or machine event data, e.g. server keeps track of the state of multiple players on in a multiple player game

Abstract

An information processing apparatus for effectively using unnecessary characters is provided. A storage unit that stores, in association with a player, owned character information that is information about a character owned by the player, and a game parameter that indicates an accumulation state of points owned by the player, and a character that the player owns The character selection section that selects the main character and sub-character from, and the owned character information is updated so that the player does not own the sub-character selected by the character selection section, and the number of points corresponding to the sub-character is By adding to the game parameters, the point accumulation unit that accumulates points and the points set by the point accumulation unit are consumed, thereby changing the parameters set for the main character And a parameter change unit for. [Selection] Figure 2

Description

The present invention relates to an information processing apparatus and a game program.

A game system that executes a game performed by a player using game content such as a character is known (for example, Patent Document 1).

JP 2008-264183 A

In such a game system, a character used in the game is given to the player. A player can own a given character, but the number of characters that a player can own is limited. Therefore, the player had to give up the possession of the character. The present invention has been made in view of such circumstances, and the purpose of the present invention is to give the player a sense of maintaining the possession of the character even when giving up possession of the character. The purpose is to make effective use of the characters who have given up ownership.

The main invention of the present invention to solve the above problems is A storage unit that stores, in association with the player, owned character information that is information relating to the character owned by the player, and game parameters indicating an accumulation state of points owned by the player; A character selection unit for selecting a main character and a sub character from the characters owned by the player; By updating the owned character information so that the player does not own the sub character selected by the character selection unit, and by adding the number of points corresponding to the sub character to the game parameter, A point accumulator for accumulating points; A parameter changing unit for changing the parameters set in the main character by consuming the points accumulated by the point accumulating unit; Is an information processing apparatus. Other features of the present invention will become apparent from the description of the present specification and the accompanying drawings.

According to the present invention, even when giving up the possession of a character, it is possible to effectively use the character that has given up possession while giving the player the feeling of maintaining the possession of the character.

1 is a diagram illustrating an example of an overall configuration of a game system 1.2 is a block diagram showing a functional configuration of a server device 10. FIG.3 is a block diagram illustrating a functional configuration of a player terminal 20. FIG.It is a figure which shows the data structure example of character information.It is a figure which shows the data structure example of player information.It is a figure which shows the example of a data structure of possessed character information.It is a figure which shows the data structure example of pictorial book information.It is a figure which shows the data structure example of item information.It is a flowchart for demonstrating the operation example regarding the setting of a base character.It is a figure which shows an example of the game screen 50 for a base character setting.It is a figure which shows an example of the game screen 60 for a player himself to designate a base character.It is a figure which shows an example of the game screen 70 for designating a base character automatically.It is a flowchart for demonstrating the operation example which performs manual point conversion and accumulate | stores a point.It is a figure which shows an example of the game screen 80 for material character designation | designated.It is a figure which shows an example of the game screen 85 for an individual selection.It is a figure which shows an example of the game screen 87 for collective selection.It is a figure which shows an example of the game screen 89 for point accumulation | storage.It is a flowchart for demonstrating the operation example which performs automatic point conversion and accumulate | stores a point.It is a figure which shows an example of the game screen 90 for character provision.It is a flowchart for demonstrating the operation example regarding reinforcement | strengthening of a base character.It is a figure which shows an example of the game screen 100 for base character reinforcement | strengthening.It is a figure which shows an example of the game screen 110 which shows the base character after reinforcement | strengthening.

At least the following matters will become apparent from the description of the present specification and the accompanying drawings. That is, a storage unit that stores, in association with the player, owned character information that is information about the character owned by the player, and game parameters that indicate the accumulation state of points owned by the player; A character selection unit for selecting a main character and a sub character from the characters owned by the player; By updating the owned character information so that the player does not own the sub character selected by the character selection unit, and by adding the number of points corresponding to the sub character to the game parameter, A point accumulator for accumulating points; A parameter changing unit for changing the parameters set in the main character by consuming the points accumulated by the point accumulating unit; Is an information processing apparatus. According to such an information processing device, the sub-characters that have given up ownership can be converted into points and accumulated, and the parameters of the main character can be changed using the accumulated points. Even when giving up possession of the character, it is possible to make effective use of the character who has given up possession while giving the player the feeling of maintaining possession of the character.

In addition, a granting unit that grants characters to players, A determination unit that determines whether or not the character assigned to the grant unit is a character that satisfies a predetermined condition, When the determination is denied by the determination unit, the character selection unit automatically selects the character assigned to the grant unit as the sub character, The point accumulating unit may automatically add the number of points corresponding to the sub character to the game parameter. According to such an information processing apparatus, selection of a sub character, conversion to a point, and accumulation of the point after conversion are automatically performed, so that it is possible to reduce time and effort required for operation input. it can.

A granting unit for granting a player a character selected by performing one of a plurality of types of lottery games; A determination unit that determines whether or not a lottery game that satisfies a predetermined condition among a plurality of types of lottery games has been performed, When the determination is affirmed by the determination unit, the character selection unit automatically selects a character given by the lottery game that satisfies the predetermined condition as the sub character, The point accumulating unit may automatically add the number of points corresponding to the sub character to the game parameter. According to such an information processing apparatus, the sub character selection, the conversion into points, and the accumulation of the converted points are automatically performed according to the type of the lottery game. Can be reduced.

Further, the character selection unit, in response to an operation input from the player, collectively selects the sub-characters set with parameters satisfying a predetermined condition from the characters owned by the player Also good. According to such an information processing apparatus, since sub-characters are automatically selected, it is possible to reduce the labor required for operation input.

In addition, the point accumulating unit may increase the number of points when the sub-character selected by the character selecting unit is a character having a predetermined relationship with the main character, compared with a character having a predetermined relationship. May be added to the game parameter. According to such an information processing apparatus, the number of points corresponding to the relationship between the main character and the sub character can be accumulated.

Next, on the computer A process of storing in the storage unit, in association with the player, the owned character information that is information relating to the character owned by the player and the game parameter indicating the accumulation state of the points owned by the player; A process of selecting a main character and a sub character from the characters owned by the player; A process of accumulating points by updating the owned character information so that the selected sub character becomes a character that the player does not own, and adding the number of points corresponding to the sub character to the game parameter When, A process of changing the parameters set for the main character by consuming the accumulated points; It is a game program for executing. According to such a game program, it is possible to effectively use a character who has given up ownership.

=== Embodiment === <<< Configuration of Game System 1 >>> FIG. 1 is a diagram illustrating an example of the overall configuration of a game system 1 according to the present embodiment. The game system 1 provides various services related to games to a player via a network 2 (for example, the Internet or the like), and includes a server device 10 and a plurality of player terminals 20.

<< Configuration of Server Device 10 >> FIG. 2 is a block diagram illustrating a functional configuration of the server apparatus 10 according to the present embodiment. The server device 10 is an information processing device (for example, a workstation or a personal computer) used when a system administrator or the like operates and manages a game service, and receives various commands (requests) from the player terminal 20. A game program operable on the player terminal 20 or a Web page (game screen or the like) created in a markup language (HTML or the like) adapted to the standard of the player terminal 20 can be distributed (response). The server device 10 includes a control unit 11, a storage unit 12, an input unit 13, a display unit 14, and a communication unit 15.

The control unit 11 exchanges data between each unit and controls the entire server device 10 and is realized by a CPU (Central Processing Unit) executing a program stored in a predetermined memory. . The control unit 11 according to this embodiment includes a character selection unit 111, a point accumulation unit 112, a parameter variation unit 113, a determination unit 114, a battle processing unit 115, a grant unit 116, and a screen data generation unit 117.

The character selection unit 111 has a function of executing processing for selecting any one of a plurality of characters. The character selection unit 111 in this embodiment selects a main character and a sub character from a plurality of characters owned by the player.

The point accumulating unit 112 has a function of executing processing for accumulating game parameter points. In this embodiment, the point accumulating unit 112 updates the owned character information so that the player does not own the sub character selected by the character selecting unit 111, and sets the number of points corresponding to the sub character to the game parameter. Accumulate points by adding to.

The parameter changing unit 113 has a function of executing processing for changing the parameters set for the character. The parameter changing unit 113 in the present embodiment changes the parameter set for the main character by consuming the points accumulated by the point accumulating unit 112.

The determination unit 114 has a function of executing various determination processes. For example, the determination unit 114 according to the present embodiment determines whether or not the character assigned to the grant unit 116 is a character that satisfies a predetermined condition. Characters satisfying a predetermined condition are, for example, characters equipped with and possessing special items, characters set with high ability parameters and high levels, characters having specific attributes, and the like. In addition, for example, when the determination unit 114 according to the present embodiment performs any one of a plurality of types of lottery games by the granting unit, whether a lottery game satisfying a predetermined condition is performed among the plurality of types of lottery games. Determine whether or not. The lottery game that satisfies the predetermined condition is, for example, a lottery game that is performed by consuming virtual currency, a lottery game that gives a plurality of characters in one lottery, or the like.

The battle processing unit 115 has a function of executing a process of determining victory or defeat for a battle between a player character and a character as an opponent. The battle processing unit 115 in the present embodiment has, for example, a function of executing attack processing for reducing the value of the physical strength parameter of the opponent opponent character when the player character attacks the opponent character. ing.

The assigning unit 116 has a function of executing processing for assigning a character used in the game to the player. A character is game content as digital data, for example, a game card, a figure, or the like associated with a game character, a game character, or an item such as a tool or ability that can be used in a game. .

The screen data generation unit 117 has a function of executing a process of generating screen data for causing the player terminal 20 to display a game screen that allows the player to play a game. The screen data generation unit 117 of the present embodiment generates HTML data as screen data corresponding to the game screen.

The storage unit 12 includes a ROM (Read Only Memory) that is a read-only storage area in which system programs are stored, and a RAM (Random Access) that is a rewritable storage area that is used as a work area for arithmetic processing by the control unit 11. For example, a non-volatile storage device such as a flash memory or a hard disk. The storage unit 12 of the present embodiment stores at least character information that is information related to a character, player information that is information related to a player, and item information that is information related to an item. These pieces of information will be described in detail later.

The input unit 13 is used by a system administrator or the like for inputting various data (for example, character information), and is realized by, for example, a keyboard or a mouse.

The display unit 14 is for displaying an operation screen for a system administrator based on a command from the control unit 11 and is realized by, for example, a liquid crystal display (LCD).

The communication unit 15 is for communicating with the player terminal 20, according to a function as a receiving unit that receives various data and signals transmitted from the player terminal 20 and a command from the control unit 11. It has a function as a transmission part which transmits various data and signals to the player terminal 20. The communication unit 15 is realized by, for example, a NIC (Network Interface Card).

<< Configuration of Player Terminal 20 >> FIG. 3 is a block diagram illustrating a functional configuration of the player terminal 20. The player terminal 20 of the present embodiment is an information processing device (for example, a mobile phone terminal, a smartphone, or the like) that is used by the player when playing a game. Page etc.) distribution request. Since the player terminal 20 has a Web browser function for allowing the player to browse the Web page, the player terminal 20 can display the Web page (game screen or the like) distributed from the server device 10. The player terminal 20 includes a terminal control unit 21, a terminal storage unit 22, a terminal input unit 23, a terminal display unit 24, and a terminal communication unit 25.

The terminal control unit 21 exchanges data between each unit and controls the entire player terminal 20, and is realized by a CPU (Central Processing Unit) executing a program stored in a predetermined memory. Is done. Note that the terminal control unit 21 of the present embodiment also functions as a screen display control unit that controls the display mode of the game screen displayed on the terminal display unit 24. The terminal storage unit 22 is connected to the terminal control unit 21 via a bus, and performs processing of referring to, reading, and rewriting data stored in response to a command from the terminal control unit 21. The terminal storage unit 22 is realized by, for example, a flash memory or a hard disk. The terminal input unit 23 is for a player to perform various operations (game operations and the like), and is realized by, for example, operation buttons, a touch panel, and the like. The terminal display unit 24 is for displaying a game screen according to a command from the terminal control unit 21 and is realized by, for example, a liquid crystal display (LCD). The terminal communication unit 25 functions as a transmission / reception unit for transmitting / receiving various kinds of information to / from the server device 10 via the network 2 and is realized by, for example, a NIC (Network Interface Card) or the like.

<< About data structure >> FIG. 4 is a diagram illustrating a data structure example of character information stored in the storage unit 12 of the server device 10. This character information has items (fields) such as character ID, character name, character image, rarity, initial attack power, initial defense power, and initial physical strength. The character ID is identification information for identifying a character. The character name is information indicating the display name of the character. The character image is character image data. The rarity is information indicating the rarity classified into a plurality of classes according to the rarity value of the character. In the present embodiment, the rarities classified into four classes (“common” → “uncommon” → “rare” → “super rare”) are set as characters. The initial attack power, initial defense power, initial physical strength, and the like are parameters indicating the ability values initially set for the character.

FIG. 5 is a diagram illustrating a data structure example of player information stored in the storage unit 12 of the server device 10. This player information includes items such as a player ID, a friend player ID, a medal, a virtual currency, a game parameter, owned character information, and picture book information. The player ID is identification information for identifying the player. The friend player ID is identification information for identifying another player registered in the player's friend list. In other words, the larger the number of friend player IDs, the more other players who have become friends. The medal is information indicating a virtual medal as an example of the game value owned by the player. Players can earn medals while the game is in progress. The virtual currency is an example of a game value and is information indicating the amount of virtual currency owned by the player. Players can purchase and own virtual currency. The game parameter is a parameter indicating the accumulation state of points owned by the player. In the present embodiment, the number of points corresponding to the character can be accumulated. The owned character information is information indicating a character owned by the player (hereinafter also referred to as owned character). The picture book information is history information indicating the history of owned characters that the player has owned so far.

FIG. 6 is a diagram illustrating a data structure example of owned character information. This owned character information includes items such as a character ID, item ID, character level, attack power, defense power, physical strength, and acquisition date. The character ID is identification information for identifying the owned character. The level, attack power, defense power, and physical strength of the owned character are parameters indicating the ability values set for the owned character. These various parameters are updated according to the result of the battle game. The acquisition date and time is information indicating the date and time when the player acquires the owned character.

FIG. 7 is a diagram showing an example of the data structure of picture book information. This pictorial book information includes items such as a character ID and flag information. The character ID is identification information for identifying owned characters that the player has owned so far. In the flag information, “TRUE” is set for the character ID of a character that has been owned so far, and “FALSE” is set for the character ID of a character that has not been owned so far.

FIG. 8 is a diagram illustrating an example data structure of item information. This item information has items such as item ID and item name. The item ID is identification information for identifying various items equipped and possessed by the character. The item name is information indicating the display name of the item.

<< About the outline of the game >>>> Here, an outline of a game provided by the game system 1 of the present embodiment will be described. In this game system 1, a battle game performed using a game character is provided.

<Competition game> In the game system 1 of the present embodiment, the player can own a plurality of game characters. The player can play a battle game using a character selected from a plurality of game characters owned by the player. The battle processing unit 115 determines an enemy character to play against the character selected by the player, and wins or loses the battle game between these characters based on various parameters (attack power, defense power, physical strength, etc.) set for each character. To decide.

<Granting characters> In the game system 1 of the present embodiment, a character is given to a player when winning a battle game against an enemy character or when a lottery game called “Gachagacha” (registered trademark) is performed. .

This lottery game is a game in which a character selected from a plurality of characters is given to a player. In this lottery game, a normal lottery game and a special lottery game are performed. A normal lottery game is a game in which one character is given to a player at the time of one lottery. A special lottery game is a game in which a plurality of characters are given to a player at the time of one lottery. The player can selectively perform a normal lottery game and a special lottery game.

In this way, the player can increase the number of characters owned by himself / herself until the upper limit is reached by owning a character (hereinafter also referred to as a grant character) given by a lottery game or the like. Then, the player can play the above-described battle game using the character owned by the player. Also, the player can convert a certain character owned by the player into points, and use the points to strengthen other characters.

<Strengthening the main character> In the game system 1 of the present embodiment, the player can designate an arbitrary character owned by the player as a main character (also referred to as “base character”) or as a sub character (also referred to as “material character”). You can also In the game system 1 of the present embodiment, sub characters are converted into points, the converted points are stored in game parameters, and the stored points are used as the main character to be strengthened. Parameters can be increased. For example, when the number of characters owned reaches the upper limit, the player designates an unnecessary material character from among a plurality of characters owned by the player. Then, the material character is converted into points, and the converted points are accumulated in the game parameters. The material character is set as a character not owned by the player when converted into points. As a result, the number of characters owned can be kept within the limit. After that, the player designates a necessary base character from among a plurality of characters owned by the player as a reinforcement target. Then, the accumulated points are consumed (game parameters are decreased), and the ability parameter set for the base character is increased according to the number of points consumed. As a result, the base character can be strengthened. As described above, by accumulating points, while giving the player the feeling of maintaining possession of unnecessary characters (characters who have given up ownership), by using points, Effective use can be achieved.

<Sub character point conversion> In the game system 1 of the present embodiment, a character specified by the player is converted into points (manual point conversion), and a character automatically selected regardless of the player's specifying operation is converted into points (automatic). Point conversion). In manual point conversion, there are a method of individually specifying the material characters for point conversion (individual selection) and a method of automatically specifying characters in a predetermined relationship with the base character (collection selection). is there. In the automatic point conversion, characters assigned by the lottery game are automatically converted into points. The player can select one of the methods as appropriate depending on the situation.

<<< Operation of Game System 1 >>> Here, an operation example of the game system 1 according to the present embodiment will be described. In the game system 1 of the present embodiment, an operation for setting a base character, an operation for accumulating points of material characters, and an operation for strengthening the base character are performed. Below, each operation | movement is demonstrated concretely.

<< Base character settings >> FIG. 9 is a flowchart for explaining an operation example related to the setting of the base character.

First, in the player terminal 20, when the terminal control unit 21 receives an operation input from the player from the terminal input unit 23, a command for acquiring a web page for setting a base character (base character setting page request) Is transmitted to the server device 10 via the terminal communication unit 25 (S101).

Next, when the server apparatus 10 receives the base character setting page request transmitted from the player terminal 20, the server apparatus 10 generates screen data (HTML file) for displaying the base character setting game screen (Web page) on the player terminal 20. Then, the screen data generation unit 117 is generated (S102). The server device 10 transmits the screen data (HTML file) of the game screen (Web page) generated in this way to the requesting player terminal 20 via the network.

Next, when the player terminal 20 receives the screen data (HTML data) transmitted from the server device 10, the game terminal (Web page) corresponding to the screen data is displayed on the terminal display unit 24 by analyzing the screen data. It is displayed (S103).

FIG. 10 is a diagram showing an example of a game screen 50 for setting a base character displayed on the terminal display unit 24. The game screen 50 is a game screen for allowing the player to perform an operation input related to the setting of the base character, and includes a base character designation button 51 and a base character automatic designation button 52. When the base character designation button 51 is selected by the player, the player transitions to the game screen 60 for the player himself to designate the base character (see FIG. 11). When the base character automatic designation button 52 is selected by the player, the screen transitions to a game screen 70 for automatically designating a base character (see FIG. 12).

The game screen 60 shown in FIG. 11 includes an owned character display area 61, a base character display area 62, and a base character setting button 63. When any one of the plurality of owned characters arranged in the owned character display area 61 is designated by the player's operation input, the designated character is arranged in the base character display area 62. When the base character setting button 63 is selected by the player, the character arranged in the base character display area 62 is determined as the base character.

On the other hand, on the game screen 70 shown in FIG. 12, a base character automatic designation button 71 is displayed, and a plurality of designation conditions for automatically designating the base character are displayed. When one of the check boxes for the specified conditions is selected by the player's operation input and the base character automatic specifying button 71 is selected, the base character is automatically determined based on the selected specified conditions.

Next, returning to FIG. 9, when an operation input relating to the designation of the base character is performed by the player in this way, operation information relating to the designation of the base character is transmitted from the player terminal 20 to the server device 10 (S104).

Next, the server device 10 performs base character setting registration based on the operation information received from the player terminal 20 (S105). Specifically, when the base character is designated by the player on the game screen 60 shown in FIG. 11, the character selection unit 111 in the server device 10 refers to the possessed character information shown in FIG. A base character is selected and registered in the storage unit 12. When the base character designation condition is selected by the player on the game screen 70 shown in FIG. 12, the character selection unit 111 refers to the possessed character information shown in FIG. Is selected and registered in the storage unit 12.

The base character set and registered in this way is strengthened by consuming points converted from the material character. Hereinafter, accumulation of this point will be described.

<< Point accumulation >> Next, an operation example for accumulating material character points will be described. In the present embodiment, points are accumulated in a case where points are accumulated by performing manual point conversion and in a case where points are accumulated by performing automatic point conversion. Below, each case is demonstrated concretely. In the present embodiment, the material character is described as the point accumulation target, but the present invention is not limited to this, and any character can be the point accumulation target.

<Manual point conversion> FIG. 13 is a flowchart for explaining an operation example of accumulating points by performing manual point conversion.

First, in the player terminal 20, when receiving an operation input from the player from the terminal input unit 23, the terminal control unit 21 issues a command (material character designation page request) for obtaining a web page for designating a material character. Then, the data is transmitted to the server device 10 via the terminal communication unit 25 (S201).

Next, when the server device 10 receives the material character designation page request transmitted from the player terminal 20, the server device 10 displays screen data (HTML file) for causing the player terminal 20 to display a material character designation game screen (Web page). Then, the screen data generation unit 117 is generated (S202). The server device 10 transmits the screen data (HTML file) of the game screen (Web page) generated in this way to the requesting player terminal 20 via the network.

Next, when the player terminal 20 receives the screen data (HTML data) transmitted from the server device 10, the game terminal (Web page) corresponding to the screen data is displayed on the terminal display unit 24 by analyzing the screen data. It is displayed (S203).

FIG. 14 is a diagram showing an example of a material character designation game screen 80 displayed on the terminal display unit 24. The game screen 80 is a game screen for allowing the player to perform an operation input relating to the designation of the material character, and includes a check box 81, an individual selection button 82, and a batch selection button 83.

When the player designates the material characters individually, the player designates an unnecessary character from among the owned characters displayed in a list by selecting the check box 81 and then selects the individual selection button 82. On the other hand, the player selects the collective selection button 83 when collectively specifying the material characters.

Next, returning to FIG. 13, when the operation input relating to the designation of the material character is performed by the player in this way, the operation information relating to the designation of the material character is transmitted from the player terminal 20 to the server device 10 (S204).

Next, the server device 10 selects a material character based on the operation information received from the player terminal 20 (S205). Specifically, when the individual selection button 82 is selected on the game screen 80 shown in FIG. 14, the character selection unit 111 in the server device 10 refers to the owned character information shown in FIG. A material character is selected and registered in the storage unit 12. Further, when the collective selection button 83 is selected on the game screen 80 shown in FIG. 14, the character selection unit 111 refers to the owned character information shown in FIG. Are collectively selected as material characters and registered in the storage unit 12. For example, the character selection unit 111 refers to the owned character information shown in FIG. 6 and selects only the “level 1” owned characters at a time.

Next, after selecting the material character, the server device 10 causes the screen data generation unit 117 to generate screen data (HTML file) for displaying the game screen (Web page) on the player terminal 20 (S206). The server device 10 transmits the screen data (HTML file) of the game screen (Web page) generated in this way to the requesting player terminal 20 via the network.

Next, when the player terminal 20 receives the screen data (HTML data) transmitted from the server device 10, the game terminal (Web page) corresponding to the screen data is displayed on the terminal display unit 24 by analyzing the screen data. It is displayed (S207).

FIG. 15 is a diagram illustrating an example of a game screen 85 for individual selection displayed on the terminal display unit 24. The game screen 85 is a game screen for clearly indicating the material character set as a result of the individual selection and for allowing the player to perform an operation input related to accumulation of points by the operation button 86.

FIG. 16 is a diagram showing an example of a game screen 87 for batch selection displayed on the terminal display unit 24. The game screen 87 is a game screen for clearly indicating the material characters set as a result of the collective selection and for allowing the player to perform an operation input relating to point accumulation using the operation buttons 88.

When the player selects the operation button 86 or the operation button 88 on the game screen shown in FIG. 15 or FIG. 16, points corresponding to the material characters displayed in FIG. 15 or FIG. 16 can be accumulated in the game parameters.

Next, returning to FIG. 13, when an operation input relating to point accumulation is performed by the player by selecting the operation button 86 or the operation button 88, operation information relating to point accumulation is transmitted from the player terminal 20 to the server device 10 (S <b> 208). ).

Next, the server device 10 performs point conversion processing based on the operation information received from the player terminal 20 (S209). Specifically, the point accumulation unit 112 in the server device 10 determines the number of points corresponding to the material character selected by the character selection unit 111 in the individual selection or the collective selection. Here, the determined number of points can be a uniform number of points (eg, 1.2 points) regardless of the character.

In the present embodiment, the point accumulating unit 112 has a character that is not in a predetermined relationship when the material character (a character that is converted into a point) is a character that has a predetermined relationship with a base character (a character that is strengthened by the converted point). Convert to more points than if. For example, when the material character is the same character (or the same genus) as the base character, or when the material character is a character having the same rarity as the base character, the point accumulation unit 112 may increase, for example, 1.5 times. Convert to points (for example, 1.8 points instead of a uniform 1.2 points).

Further, the point accumulating unit 112 according to the present embodiment converts the number of points into a larger number of points when the material character is a special character than when the material character is not a special character. For example, when the material character is a character that can be obtained only at a specific event (a character with a low appearance rate), the point accumulation unit 112 can easily obtain a character (a character with a high appearance rate). ) Is converted to, for example, 5 times the point (for example, 6 points instead of the uniform 1.2 points).

Next, the server device 10 performs point accumulation processing (S210). Specifically, the point accumulating unit 112 in the server device 10 has the owned character information (see FIG. 6) so that the player does not own the material character selected by the character selecting unit 111 in the individual selection or the collective selection. Update. In addition, the point accumulating unit 112 updates the owned character information (see FIG. 6) by adding the number of points corresponding to the material character to the game parameter.

Next, after accumulating points, the server device 10 causes the screen data generation unit 117 to generate screen data (HTML file) for displaying the game screen (Web page) on the player terminal 20 (S211). The server device 10 transmits the screen data (HTML file) of the game screen (Web page) generated in this way to the requesting player terminal 20 via the network.

Next, when the player terminal 20 receives the screen data (HTML data) transmitted from the server device 10, the game terminal (Web page) corresponding to the screen data is displayed on the terminal display unit 24 by analyzing the screen data. It is displayed (S212).

FIG. 17 is a diagram showing an example of the point accumulation game screen 89 displayed on the terminal display unit 24. On the game screen 89, the bar graph gauge indicates that the material character points have been accumulated in the game parameters.

<Automatic point conversion> FIG. 18 is a flowchart for explaining an operation example of accumulating points by performing automatic point conversion.

First, in the player terminal 20, when the terminal control unit 21 receives an operation input from the player from the terminal input unit 23, a command (character grant page request) for acquiring a web page for starting character grant is obtained. It transmits to the server apparatus 10 via the terminal communication part 25 (S301).

Next, when the server device 10 receives the character grant page request transmitted from the player terminal 20, the screen data (HTML file) for displaying the character grant game screen (Web page) on the player terminal 20 is displayed on the screen. The data generation unit 117 generates the data (S302). The server device 10 transmits the screen data (HTML file) of the game screen (Web page) generated in this way to the requesting player terminal 20 via the network.

Next, when the player terminal 20 receives the screen data (HTML data) transmitted from the server device 10, the game terminal (Web page) corresponding to the screen data is displayed on the terminal display unit 24 by analyzing the screen data. It is displayed (S303).

FIG. 19 is a diagram showing an example of a character giving game screen 90 displayed on the terminal display unit 24. The game screen 90 is a game screen for allowing a player to perform a lottery game. The number-of-characters information 91 is information indicating the number of characters that can be acquired in the lottery game for each rarity, and automatic point conversion is enabled / disabled. Are included, a pull-down menu 93 for setting a normal lottery game / special lottery game, and an operation button 94 for starting the lottery game.

The player terminal 20 receives an operation input related to the lottery game from the player when the game screen 90 for giving a character is displayed on the terminal display unit 24 (S304). The player operates the pull-down menu 92 to specify whether automatic point conversion is valid or invalid. When “accumulate points” is selected by the player's operation, it is designated that automatic point conversion is effective. Also, the player designates the number of medals to be consumed in the lottery game by operating the pull-down menu 93 while referring to the character number information 91. Here, when one medal is selected by the operation of the player, a normal lottery game is performed, and when two or more medals are selected, a special lottery game is performed. When the operation button 94 is selected by the player after these designations, the player terminal 20 transmits a lottery game execution request in which such operation information is set to the server device 10.

Next, returning to FIG. 18, when the server device 10 receives the lottery game execution request transmitted from the player terminal 20, the server device 10 executes a granting process for granting a character to the player by the lottery game (S 305). Specifically, the assigning unit 116 executes a game process related to the lottery game, and assigns a character selected by a random number from a plurality of characters with reference to the character information shown in FIG. The granting unit 116 grants one character at the time of one lottery in a normal lottery game, and grants a plurality of characters at the time of one lottery in a special lottery game.

Next, the server apparatus 10 performs a determination process regarding automatic point conversion (S306). Specifically, the determination unit 114 determines whether or not the character provided by the assigning unit 116 is a character that satisfies a predetermined condition.

For example, the determination unit 114 refers to the picture book information illustrated in FIG. 7 and determines whether or not the character assigned by the assigning unit 116 is a new character that the player has not owned so far. When this determination is denied, the character selection unit 111 selects the character assigned by the assigning unit 116 as a material character to be subjected to automatic point conversion.

For example, the determination unit 114 refers to the character information illustrated in FIG. 4 and determines whether or not the character rarity assigned by the assigning unit 116 is common. When this determination is affirmed, the character selection unit 111 selects the character assigned by the assigning unit 116 as a material character to be subjected to automatic point conversion.

In this way, the material character that is subject to automatic point conversion is automatically converted into points and accumulated in the game parameters.

Note that the processing from step 307 to step 310 in FIG. 18 is the same as the processing from step 209 to step 212 in FIG.

<< Strengthening of base character >> FIG. 20 is a flowchart for explaining an operation example related to the strengthening of the base character.

First, in the player terminal 20, the terminal control unit 21 receives an operation input from the player (an operation input for strengthening an arbitrarily selected base character) from the terminal input unit 23, and strengthens the base character. A command (base character enhancement page request) for acquiring a Web page is transmitted to the server device 10 via the terminal communication unit 25 (S401).

Next, when the server device 10 receives the base character enhancement page request transmitted from the player terminal 20, the server device 10 displays screen data (HTML file) for causing the player terminal 20 to display a base character enhancement game screen (Web page). Then, the screen data generation unit 117 is generated (S402). The server device 10 transmits the screen data (HTML file) of the game screen (Web page) generated in this way to the requesting player terminal 20 via the network.

Next, when the player terminal 20 receives the screen data (HTML data) transmitted from the server device 10, the game terminal (Web page) corresponding to the screen data is displayed on the terminal display unit 24 by analyzing the screen data. It is displayed (S403).

FIG. 21 is a diagram showing an example of the base character enhancement game screen 100 displayed on the terminal display unit 24. The game screen 100 includes a pull-down menu 101 for designating the number of points to be consumed and an operation button 102 for starting reinforcement of the base character.

The player terminal 20 receives an operation input related to the base character enhancement from the player when the base character enhancement game screen 100 is displayed on the terminal display unit 24 (S404). The player designates the number of points to be consumed for strengthening the base character by operating the pull-down menu 101 while viewing the bar graph gauge displayed on the game screen 100. After the designation, when the operation button 102 is selected by the player, the player terminal 20 transmits a base character reinforcement execution request in which such operation information is set to the server device 10.

Next, returning to FIG. 20, when the server apparatus 10 receives the base character reinforcement execution request transmitted from the player terminal 20, the server apparatus 10 executes a parameter variation process (S405). Specifically, the parameter changing unit 113 updates the player information shown in FIG. 5 by reducing the number of game parameter points in accordance with the player's designation. Further, the parameter changing unit 113 strengthens the base character by increasing the ability parameter (level, etc.) set for the base character, and updates the possessed character information shown in FIG.

Next, after strengthening the base character, the server device 10 causes the screen data generation unit 117 to generate screen data (HTML file) for displaying the game screen (Web page) on the player terminal 20 (S406). The server device 10 transmits the screen data (HTML file) of the game screen (Web page) generated in this way to the requesting player terminal 20 via the network.

Next, when the player terminal 20 receives the screen data (HTML data) transmitted from the server device 10, the game terminal (Web page) corresponding to the screen data is displayed on the terminal display unit 24 by analyzing the screen data. It is displayed (S407).

FIG. 22 is a diagram showing an example of the game screen 110 showing the strengthened base character displayed on the terminal display unit 24. When the point number “200” is consumed on the game screen 100 shown in FIG. 21, the ability parameter of “character A” increases from “level 10” to “level 12” on the game screen 110 shown in FIG. ing. For this reason, it turns out that the base character was strengthened by consumption of points.

As described above, according to the game system 1 according to the present embodiment, the material character is converted into points, the converted points are accumulated in the game parameters, and the accumulated points are consumed, You can increase the parameters set for the base character to be strengthened. For this reason, if a player selects an unnecessary character from a plurality of owned characters as a material character and converts points, the player can keep the material character as a point even if the number of characters owned is limited. Therefore, it is possible to give the player a feeling as if possessing unnecessary characters. In addition, since the base character can be strengthened by consuming the accumulated points, it is possible to effectively use unnecessary characters.

=== Other Embodiments === The above embodiments are for facilitating the understanding of the present invention, and are not intended to limit the present invention. The present invention can be changed and improved without departing from the gist thereof, and the present invention includes equivalents thereof. In particular, the embodiments described below are also included in the present invention.

<Automatic point conversion> In the present embodiment, the determination unit 114 determines whether or not the character given by the grant unit 116 is a character that satisfies a predetermined condition, and when the determination is affirmed, the point accumulation unit 112 Although the case where the character assigned by the assigning unit 116 is automatically converted into points and stored has been described (step 306 in FIG. 18), the predetermined condition may be the following condition.

For example, a plurality of types of lottery games are prepared in advance. There are at least two types of lottery games: a first lottery game that consumes medals and a second lottery game that consumes virtual passage. In this case, the predetermined condition may be that the player has played the first lottery game. That is, the determination unit 114 determines whether or not the first lottery game among a plurality of types of lottery games has been performed, and when the determination is affirmed, the point accumulation unit 112 automatically performs the granting unit. The character assigned in the first lottery game by 116 may be converted into points and accumulated.

Further, for example, the predetermined condition may be that the character assigned by the assigning unit 116 does not have a special item. That is, the determination unit 114 determines whether or not a special item is stored in association with the character assigned by the grant unit 116, and when the determination is negative, the point accumulation unit 112 automatically Specifically, the character assigned by the assigning unit 116 may be converted into points and accumulated.

<Server device 10> In the above embodiment, the game system 1 including one server device 10 is described as an example of the server device. However, the present invention is not limited to this, and a plurality of server devices 10 are used as an example of the server device. It is good also as the game system 1 provided. That is, a plurality of server devices 10 may be connected via the network 2 and each server device 10 may perform various processes in a distributed manner.

<Information processing device> In the game system 1 according to the above-described embodiment, the case where various types of information processing are executed in cooperation with the server device 10 and the player terminal 20 based on the game program has been described as an example. However, the present invention is not limited thereto. Instead, the player terminal 20 alone or the server device 10 alone as the information processing device may execute the various information processing based on the game program. Moreover, it is good also as a structure which the player terminal 20 bears a part of function as an information processing apparatus. In this case, the server device 10 and the player terminal 20 constitute an information processing device. Note that the information processing apparatus is an example of a computer including a processor and a memory.

Claims (3)

A storage unit that stores, in association with the player, owned character information that is information relating to the character owned by the player, and game parameters indicating an accumulation state of points owned by the player; A character selection unit for selecting a main character and a sub character from the characters owned by the player; By updating the owned character information so that the player does not own the sub character selected by the character selection unit, and by adding the number of points corresponding to the sub character to the game parameter, A point accumulator for accumulating points; A parameter changing unit for changing the parameters set in the main character by consuming the points accumulated by the point accumulating unit; A granting section that grants a character to the player;A determination unit for determining whether the character assigned to the grant unit is a character possessing a special item; Equipped with a, The character selection unit Manual selection to select a sub character according to the player's operation, or automatic selection to automatically select a sub character regardless of the player's operation,When performing the manual selection, In response to receiving the batch selection operation input from the player among the individual selection operation input for individually selecting the sub characters and the batch selection operation input for collectively selecting the sub characters, From the characters owned by the player , select the sub-characters set with parameters satisfying a predetermined condition ,When performing the automatic selection,When such determination is denied by the determination unit, the character that does not possess the special item granted by the grant unit is automatically selected as the sub character, An information processing apparatus characterized by that.

The information processing apparatus according to claim 1 , When the sub character selected by the character selection unit is a character having a predetermined relationship with the main character, the point accumulating unit receives a larger number of points than when the character is not having a predetermined relationship. An information processing apparatus characterized by adding to a game parameter.

On the computer, A process of storing in the storage unit, in association with the player, the owned character information that is information relating to the character owned by the player and the game parameter indicating the accumulation state of the points owned by the player; Character selection processing for selecting a main character and a sub character from the characters owned by the player, Points for accumulating points by updating the possessed character information so that the selected sub character becomes a character that the player does not own, and adding the number of points corresponding to the sub character to the game parameter Accumulation processing, A parameter variation process for varying the parameters set for the main character by consuming the accumulated points; A grant process to grant a character to the player;A determination process for determining whether the character granted in the granting process is a character possessing a special item; And execute The character selection process Including manual selection processing to select a sub-character according to the player's operation, or automatic selection processing to automatically select the sub-character regardless of the player's operation,The manual selection process includes: In response to receiving the batch selection operation input from the player among the individual selection operation input for individually selecting the sub characters and the batch selection operation input for collectively selecting the sub characters, From the characters owned by the player , select the sub-characters set with parameters satisfying a predetermined condition ,The automatic selection process includes:When such a determination is denied in the determination process, the character that does not possess the special item granted in the grant process is automatically selected as the sub character. A game program characterized by that.

JP2013110226A2013-05-242013-05-24Information processing apparatus and game program
ActiveJP5577427B1
(en)